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Messages - mrwallace888

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91
Added more sounds for vehicles.

Up next, the Cordillera and the Carrera and its respective variants.

-All cars have engine sounds (Cordillera has a V8, Carrera has an F6), and the Carrera's Turbo and Widebody variants have higher-rev engines.
-Cordillera's gears have a transition delay, to simulate an automatic gearbox/slushbox.

Was gonna make a sound variant for the Hydric but Filipe's already got the Hydric sounds in the works, so I'll just wait instead. If requested I could just make a version that uses the engine sounds of the original Hydric.

I'm sure more of Filipe's cars will be getting the engine sound treatment but these are just ways of "tying things over" in the meantime. I have been given Filipe's permission to make these. :P

(Links have been temporarily removed by request to Filipe, just so these versions don't get mixed up with updated cars, plus they're getting sound updates anyways. But I sent him the sounds if he wants to use them.)

92
Suggestions & Requests / Re: gm_highway/gm_bigcity/gm_fork static map?
« on: March 04, 2021, 09:48:32 PM »
Yeah I don't know how complex this sorta thing is. My assumption is that static maps were basically one giant .obj or something with collisions added, so you could just take a map from Source, port it into an object, and then throw it in that way.

93
Gallery / Re: City of Corryton
« on: March 04, 2021, 09:47:31 PM »
That's cool. If you were gonna do Oahu I figured you could also just take the map from Test Drive Unlimited 1 or 2. :P

Cambridge is pretty alright. Collisions are wonky but like you said you lost the files or something so you released it as is. I wonder if maybe at some point you could somehow work on it again or something. Don't get why the collisions are wonky anyways, I never used Blender or anything like that but my assumption was that there's a plugin or program or something that could auto-generate collisions anyways. Unless it's like... a limitation or something (like collisions in BL can only have so many vertices, or that collisions are too performance-intensive, so you make them where it matters, etc.). To which in that regard it'd make sense. Or if Cambridge was given working lights and stuff (but idk if that's possible with maps or if you have to build them yourself with bricks).

Something I'd look forwards to though would be something like porting maps from Garry's Mod (such as bigcity or highway, or even fork somehow idk, or just smaller city/race maps like EvoCity) or bringing back old BL maps. I heard NYC was pretty big. :P

I don't know, just some suggestions. But those pictures are looking really damn cool. I wonder how performance is, I mean I'd assume it's not too bad because terrain looks flat and everything's rather minimalistic.

I know I'm an impatient forgeter (because time's slow lol) but if one of these days something in this regard could be released as an "open-beta" or something, where it's at least playable or testable or something, it'd be neat to have.

Regardless, amazing job on all this. I guess I'm partly upset because I was really hoping this static map stuff would like... you know... take off, and we'd be getting all sorts of crazy maps. I myself have been looking for a really good driving/city map of some kind that's decent in size and the like, so I'm especially happy about that Oahu thing. I just wonder if integer accuracy will be an issue with it (in just about every game engine, the further you get from the origin, the more jittery and violently shaky things begin to get).

In the meantime, does anyone know if there's a way to port static maps to that static map mod (the one that came with Bedroom and Asteroids and all that)? It'd be nice to pick maps with a dropdown in the Environment menu instead of having to enable it and restart a server.

94
Suggestions & Requests / Re: gm_highway/gm_bigcity/gm_fork static map?
« on: March 04, 2021, 08:20:07 PM »
Well about gm_highway? There was two versions, one was up in the sky and the other in a desert.

This doesn't include the map skybox. I figured at least the sky version would be possible since that one just needs the highway roads + support beams.

I mean keep in mind we have the Cambridge map, and that's fairly big with okay collisions, so I don't know necessarily how limited maps in Torque can be.

95
Suggestions & Requests / gm_highway/gm_bigcity/gm_fork static map?
« on: March 04, 2021, 06:56:22 PM »
I made this thread a while back but it's too old to reply to. Would this be possible? Some people say it'd be performance intensive or look ugly but we can't necessarily say for sure unless someone tried making them.

Or didn't BL have a NYC map? Can we port that somehow?

96
Hey if you guys want it, I added sounds to the Hachiroku and its respective variants.

-All cars have engine sounds (stock 4A-GEU 16 Valve), with the Bosozoku variant having a custom race engine sound.
-Engine torque has been slightly reduced to accomodate for gearing.

97
Know anything about editing engine sounds with the console? Or do I have to do that manually with the .cs file?

98
Suggestions & Requests / Re: Support_EngineSounds Concept
« on: March 04, 2021, 10:56:59 AM »
Is there a way to modify ES stuff with the console in real-time? I was editing a vehicle with console commands using NightHawk’s script thing and I wanted to adjust engine sounds accordingly.

99
There needs to be a way to reset a vehicle with a command or something so the vehicle is given its original values.

100
Suggestions & Requests / Bot Racing Pathmaking
« on: March 03, 2021, 06:48:05 PM »
There was a thing where you could take zone bricks or other types of bricks and make waypoints for bots to drive through. However, this is a real pain in the ass and the bot half the time misses the checkpoint due to a large turning radius or because its foot is on the gas 100% of the time.

I was wondering if there was some way we could make a proper pathmaking system involving splines or something, and you could tell the bot the optimum speed and where to slow down (unless it's automatically calculated).

101
Suggestions & Requests / Re: Support_EngineSounds Concept
« on: March 03, 2021, 06:40:12 PM »
Something that slightly bugs me but I wonder is fixable, though this seems to occur with sounds in general in this game, is that the sound pans between speakers depending on the rotation of the camera or vehicle, like it's one-way. Which is very strange.

102
Gallery / Re: City of Corryton
« on: March 03, 2021, 06:36:51 PM »
Is there the possibility you could beta-release the map and brick save so we could richard around with it in singleplayer or using our own addons?

103
Well what triggers the animation? When the car reaches a certain speed?

104
There's a bug with the Hydric. The steering wheel is off-center.

Also, for the Tutto, I was wondering if the gear shift animation should be changed, so that 1) moving the hand on/off the shifter is a little slower, and 2) the Blockhead places their hand on the shifter as they accelerate and get close to the shifting point, rather than an instantaneous animation.

105
Suggestions & Requests / Re: Support_EngineSounds Concept
« on: February 19, 2021, 01:38:21 PM »
Bump. What's new?

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